Palladium Combat (with house rules)

I want to initiate a separation of melee combat vs. ranged combat so that it doesn’t become blurred into one pile. These will be house rules based on the rules provided by Palladium Books Inc.

Keep in mind that untrained players (psychic or super) are automatically at 2 attacks melee or long range (if expulsion or pychic power of some kind). Magic users are trained.

Melee Combat (Close-Ranged)

Melee combat doesn’t change; all bonuses to strike, parry and dodge etc. do not change.


Magic users at level one start with two attacks (plus those gained from being a hero), + 1 magic attack at levels 2, 4, 6, 9, 12, and 15. With the following conditions:
Spells at level 1-5 take only one attack
Spells at level 6-10 take two attacks
Spells at level 11-15 take three attacks
Unless the spell says otherwise and is longer in time this is the conditions of Magic.

Public Speaking: Fast Speech (NEW Skill!): Character is able to speak clearly at an exceptionally fast rate. This is much like an auctioneers or rodeo announcer. The character has learned to speak in a lower tone as to not us so much of the tongue. Annunciation is perfect and clear. The character can speak around 200 to 500 words per minute (wpm). (Average person speaks clearly at about 150-160 wpm.) For audience comprehension:
35% + 5% per level of experience
WPM = 200 + 20 per level of experience
+1 magic attack per melee for Magic users

Super Powers

Super beings with Psionic and Super Powers will be allowed to learn ONE of following W.P. Expulsion Powers skills. These skills are very similar to rules of W.P. Archery, yet it can only used with long range expulsion powers. The cannot be combined, very much like the restrictions of Hand-to-Hand combat forms.

W.P. Expulsion Powers: Basic (NEW!) (Secondary Skill)
Number of Ranged attacks per melee: One at level 1 (Plus those gained from being a Hero), +1 at level 4, 7, 11, 15. +1 to strike with power at levels 3, 8, 12

W.P. Expulsion Powers: Sharpshooter (NEW!) (Primary skill OR 2 Secondary Skills)
Number of Ranged attacks per melee: Two at level 1 (Plus those gained from being a Hero), +1 at levels 4, 7, 9, 11, and 14. +2 strike at level 1, and +1 to strike at levels 2, 4, 7, 9, 13, and 15.

W.P. Expulsion Powers: Quickshot (NEW!) (Primary skill OR 3 Secondary Skills)
Number of Ranged attacks per melee: Three at level 1 (plus those gained from being a Hero), +2 at level 3, then +1 at levels 5, 8, 11, 15. +1 to strike at levels 3, 8, and 12

W.P. Expulsion Powers: Hitman (NEW!) (2 Primary skills)
Number of Ranged attacks per melee: Two at level 1 (plus those gained from being a Hero); +2 at level 3, then +1 at levels 6, 9, 12. +1 strike at levels 1, 4, 7, 10, 14; +2 to damage at level 2, and +1 to damage at level 5, 8, 11, 15. Critical strike on called shot of 18, 19, 20 at level 13.

Note: If no W.P. Expulsion Powers is learned, then character has only one long-ranged attack per melee (plus those gained for being a hero)

Strike bonus also includes all P.P. bonus


In the case of Psionics, the psychic character receives a psychic strike bonus using the M.E. attribute on the P.P. bonus chart; i.e. M.E. of 21 gets a bonus of +3 to strike and parry on psionic attacks). Characters get a ranged attack bonus to strike at 2, 4, 6, 8, 11, 14.

All Psychics have an innate skill that provides a number of psychic attacks per melee that grows with experience. At level one Latent Psychics start with 2 psychic attacks, while Natural Psychics start with 3 psychic attacks. At level 2 both get a bonus of +2 attacks, then a bonus of +1 attack at levels 5, 7, 9, and 12

Final Note

Characters who switch from one form of combat (i.e Magic, Psionics, Super Power, Long Range, or Melee Range or via versa will use the following rules.)
The character will have half of each. That means the character will have half his long range and half his short range attacks. If they are switching form melee to psionics or magic again it half and half.

This is in addition to everything that they have gained in long range attacks.

Combat Sequence

It seems to me that we have forgotten the sequence of combat. To refresh our minds of how Palladium does it heres a short version of what is explained in Heroes Unlimited 2 combat.

Initiative – The sequence of inititive is thus.
Surprise attack
Long range attack
Melee attack

Strike – The strike is the first move of the attacker/defender
Parry – blocks one attacker (costs no attack)
Dodge – dodges an attacker (costs one attack)
Counter strike – forfits blocking or dodging and attacks one attacker (costs no attack)


TAUR WAR CraigCoxson HenryBingham